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Messages - Vicas

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1
3.5.8 is extremely old. Please update to the latest first.

Yeah thing is I am not sure if I can, since due to licensing issues my company is not allowed to work in Unity4. I seem to be getting the classic "fatal error" jibberish typical when importing Unity4 stuff into an older version when importing the newest version. Though I thought that was impossible to actually get through the asset store...

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What version of NGUI and what type of font is it -- dynamic or bitmap?

Hello ArenMook. Thanks for answering!

I'm running NGUI Version 3.5.8 and the fonts are Bitmap - I assume this has an effect on it? Can you elaborate?

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Bump :/

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NGUI 3 Support / NGUI Fonts randomly disappear when deactivating others
« on: December 18, 2014, 08:04:35 AM »
I have a weird phenomenon where, by deactivating one GameObject containing an NGUI Label, other Labels disappear.

I have ensured that all labels have their own unique depth, but that does not solve the problem.

If you look at this example:

.. this has two labels. One for "BANK 3" and one for the number.

When I deactivate the number and replace it with a red cross (not an NGUI label, just an image) the top label disappears:


This also happens when I activate other labels, not just when deactivating. What am I missing here?

Thanks in advance

5
Hello.

I am having trouble understanding the basics of Unity and draw call knowledge. At first I basically made one UIPanel every time I put a new UILabel some where. Then I saw in the Profiler that this caused one draw call per UILabel. Stupid I thought, and then went on to batch most of my UILabels into the same UIPanel as I would imagine was really as intended.

That worked fine and I got my ~117 draw calls from UIPanel down to ~10. But now all my UIPanels are doing the 117 draw calls from UIRect.Update()! Is this working as intended?



Is there a way to batch this like I did UIPanel?

Regards,

6
NGUI 3 Support / Re: Spawning UILabels into one global UIPanel?
« on: August 20, 2014, 01:12:45 AM »
But they would exist with a Panel, just first when they are actually spawned. Can this not be done? Doesn't this highly affect the modularity of one's workflow, if you cannot separate GameObjects into prefabs as much as you want?

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NGUI 3 Support / Spawning UILabels into one global UIPanel?
« on: August 12, 2014, 07:29:09 AM »
I have a game that upon load spawns a whole range of PreFabs that all holds different UILabels.

Right now, each of these have their own UILabel, since this is added automatically by NGUI, when I add a UILabel to a simple GameObject that is going to become a PreFab to be used.

So how do I work with small simple GameObjects that only needs a UILabel, without a UIPanel being created? And is it possible at all?

If you look at this screenshot:
http://grab.by/zo5Q

"CatapultGameStone" is being spawned about 40 times inside "CatapultGameScene" in an array of "stones" that each contains a value using UILabel. This causes 40 draw calls!

So I just want to add one UIPanel to "CatapultGameScene" and spawn only UILabels on the "CatapultGameStone".

How do I do that?

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What's a table? Im using Unity 3.6 - is this something in NGUI for Unity4?

EDIT: Nevermind, I found the UITable and UIGrid scripts in the package.. This was not a part of my context menu for some reason! :S

9
Hi.

I am trying to juxtapose two left-bound anchors next to each other instead of having them on top. The reason is that the content of the leftmost of the two is dynamic, so the width is not always the same.

The issue is a credit-counter, with the word "credits" next to it.

Label: '1000' - 'Credits'
Label: '0' - 'Credits'

I would like the 'Credits' to always be the same amount of pixels next to the number.

With regards,
Vicas

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